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Fixing reveiw comments
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c40da5dde1
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3 changed files with 7 additions and 10 deletions
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@ -42,7 +42,7 @@ namespace gpu {
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protected:
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Handler _returnHandler;
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std::string _name;
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const std::string _name;
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uint64_t _queryResult { 0 };
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uint64_t _usecBatchElapsedTime { 0 };
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};
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@ -67,7 +67,7 @@ namespace gpu {
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static const int QUERY_QUEUE_SIZE { 4 };
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std::string _name;
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const std::string _name;
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gpu::Queries _timerQueries;
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int _headIndex = -1;
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int _tailIndex = -1;
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@ -32,10 +32,9 @@ float lightIrradiance_getFalloffSpot(LightIrradiance li) { return li.attenuation
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float lightIrradiance_evalLightAttenuation(LightIrradiance li, float d) {
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float radius = lightIrradiance_getFalloffRadius(li);
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float cutoff = lightIrradiance_getCutoffRadius(li);
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float denom = d / radius + 1.0;
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float denom = (d / radius) + 1.0;
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float attenuation = 1.0 / (denom * denom);
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// "Fade" the edges of light sources to make things look a bit more attractive.
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// Note: this tends to look a bit odd at lower exponents.
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attenuation *= min(1, max(0, -(d - cutoff)));
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@ -11,11 +11,13 @@
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#ifndef hifi_render_utils_LightClusters_h
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#define hifi_render_utils_LightClusters_h
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#include <ViewFrustum.h>
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#include <gpu/Buffer.h>
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#include <render/Engine.h>
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#include "LightStage.h"
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#include <ViewFrustum.h>
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#include "DeferredFrameTransform.h"
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#include "LightingModel.h"
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#include "SurfaceGeometryPass.h"
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class FrustumGrid {
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public:
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@ -160,10 +162,6 @@ signals:
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protected:
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};
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#include "DeferredFrameTransform.h"
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#include "LightingModel.h"
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#include "SurfaceGeometryPass.h"
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class LightClusteringPass {
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public:
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using Inputs = render::VaryingSet3<DeferredFrameTransformPointer, LightingModelPointer, LinearDepthFramebufferPointer>;
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